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トーラスの小さいほうの半径を可変。
Changing radius of torus.
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						#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: 	void setup(); 	void update(); 	void draw(); 	void keyPressed(int key) {}; 	void keyReleased(int key) {}; 	void mouseMoved(int x, int y) {}; 	void mouseDragged(int x, int y, int button) {}; 	void mousePressed(int x, int y, int button) {}; 	void mouseReleased(int x, int y, int button) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	glm::vec3 make_point(float R, float r, float u, float v); 	ofEasyCam cam; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateX(315); 	int gon = 36; 	int u_span = 360 / gon; 	ofMesh face, frame; 	for (int v = 0; v <= 360; v += 5) { 		int index = face.getNumVertices() - gon; 		auto noise_value = ofMap(ofNoise(200 * cos(v * DEG_TO_RAD) * 0.0065, 200 * sin(v * DEG_TO_RAD) * 0.0065, ofGetFrameNum() * 0.01), 0, 1, 0.5, 1.5); 		for (int u = 0; u < 360; u += u_span) { 			face.addVertex(this->make_point(200, 50 * noise_value, u, v)); 			frame.addVertex(this->make_point(200, 51 * noise_value, u, v)); 		} 		if (index > -1) { 			for (int g = 0; g < gon; g++) { 				face.addIndex(index + g); face.addIndex(index + (g + 1) % gon); face.addIndex(index + g + gon); 				face.addIndex(index + (g + 1) % gon + gon); face.addIndex(index + (g + 1) % gon); face.addIndex(index + g + gon); 				frame.addIndex(index + g); frame.addIndex(index + (g + 1) % gon); frame.addIndex(index + g + gon); 				frame.addIndex(index + (g + 1) % gon + gon); frame.addIndex(index + (g + 1) % gon); frame.addIndex(index + g + gon); 			} 		} 	} 	ofSetColor(239); 	face.drawFaces(); 	ofSetColor(39); 	frame.drawWireframe(); 	this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float R, float r, float u, float v) { 	// 数学デッサン教室 描いて楽しむ数学たち P.31 	u *= DEG_TO_RAD; 	v *= DEG_TO_RAD; 	auto x = (R + r * cos(u)) * cos(v); 	auto y = (R + r * cos(u)) * sin(v); 	auto z = r * sin(u); 	return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |